EvilMod |
Here it is, finally...
It's here!
EvilMod!
Download!
This mod is one of the biggest there are, and it is always growing! I will only stop when the stock is left in the dust!
NOTE: DUE TO DELAYS, LAVA PLANETS WILL BE IMPLEMENTED LATER.
Features Include
* More than 80 new components!
* More than 50 new hulls. Including more racial ones!
* Extended tech tree with never-before-seen results!
* Heaps of new facilities!
* New racial traits!
* New weapon mounts!
* Racial ships for temporal!
* New tactical computer component!
* More balanced weapons!
* Increase to bombardment weapons!
* New launch bay component, can launch all units!
* All new Precursor Techs and components!
Current Version History
(Updated Jan 22 08)
Version 0.9.3
Total changes in version 0.9.1: 033
Total changes so far in mod: 181
__________________________________________________________
001. Changed - Updated DesignTypes.txt
002. Fixed - H/World Starting Facilities were wrong.
003. Fixed - Problems with a few tech areas.
004. Added - Heavy Colony Ship
005. Added - Massive Freighter for large hull builders racial trait.
006. Added - Star Ship Hullls tech area.
007. Changed - Major adjustment to how ships get their level.
008. Changed - Tied Quantum Engines into ship hulls.
009. Changed - All phased things now rely on Phased Technology, I removed the sub area of phased weapons.
010. Changed - Repair Droids were too good.
011. Added - Battle Droids, like a bording party, only stronger.
012. Added - Laser Tracking System, like combat sensors only better.
013. Added - Laser Grid Defense System, a massive net of lasers through-out a ship which cuts invading troops into pieces.
014. Fixed - Scouts were not getting engines until Contra - Terrage engines reached LV5, even then it was combat movement.
015. Fixed - An oversight caused bridges to be avalible when they shouldn't. Oops. 
016. Fixed - Scouts could have small and normal Combat Sensors.
017. Added - Warp Drive to go with the Advanced Propulsion.
018. Changed - Tactical Nuke increased damage, can now only target bases and planets, increased range, dependencies change.
019. Changed - Planetary Napalm Greatly increased range, increase damage
020. Changed - Heaps more weapons and comps can now be placed on scouts.
021. Added - Design Type "Scout / Explorer. Or was it Explorer / Scout?
022. Changed - Made population harder to please.
023. Added - Relaxed happiness type. They are usually pretty happy, but can have massive "Mood swings"
024. Added - Tech Area "Small Transport Hulls" It gives you the freighters.
025. Added - Tech Area, "Large Transport Hulls" It gives you the larger hull sizes of the freighters.
026. Added - Ship Size, Huge Freighter
027. Changed - Fighters are back to requiring construction level 2
028. Changed - High - Energy Discharge weapons are no longer tied to engine techs.
029. Changed - Reworked hull and engine tech to rely more on star ship hulls.
030. Added - Large Scout ship size.
031. Added - Organic Huge Freighter
032. Added - Crystalline Huge Freighter
033. Added - Temporal Huge Freighter
034. Removed - Fyrons system names.txt, I will add my own one in by the 28th.
Version 0.9
Total changes in version 0.9: 082
Total changes so far in mod: 148
__________________________________________________________
001. Added - Put back in the extra cost for an increased level, however it is smaller
002. Changed - Increased cost for stuff slightly, also increased importance of radioactives.
003. Added - Precursor damage type
004. Added - Precursor Cannons
005. Changed - Small Supply Storage picture.
006. Changed - Small Ordnance Storage picture.
007. Changed - Precursor Shields cost increase.
008. Added - Basic Generator (For supplies and Ordnance generation)
009. Added - Tactical Nuke
010. Added - Science Bay component, gives ships research capabilities.
011. Added - Communications Array component, gives ships intel capabilities.
012. Added - Large Science Bay component, gives bases research capabilities.
013. Added - Communications Center component, gives bases intel capabilities.
014. Added - Scout unit type, pretty much like a ship only doesn't require a spaceyard.
015. Changed - Troops can now be retrofitted
016. Changed - Mines can now be recovered from space.
017. Added - Racial trait "Large Hull Builders", gives an empire the ability to build bigger ships
018. Added - "Larger Hulls" tech area for empires with the required racial trait
019. Added - Massive Dreadnought
020. Added - Racial trait "Careful", reduces maintainance by 25%
021. Added - Racial Trait "facilitators", it lets you unlock more facility space on a planet
022. Added - Racial Trait "Physicists", gives you some more tech areas.
023. Added - Tech area, "Advanced Physics", you must have a racial trait to get it.
024. Added - Tech area, "Advanced Energy Weapons"
025. Added - Tech area, "Advanced Propulsion"
026. Added - Weapon Technology tech area.
027. Changed - 99.99% of weapons to rely on the new tech area, "weapon technology"
028. Added - Repair Bots component. Repairs all ships in sector of the player.
029. Added - Small Scout hull.
030. Added - Scout Command component. A bridge for scouts.
031. Added - Tactical Computer component.
032. Fixed - I forgot to change damage types.txt for the new armor types.
033. Changed - Magnetised Hull Plating armor type now only recieves 30% of the normal weapon damage, but it is EXTREMELY leaky.
034. Added - Hull Plating component, be careful... Looks can be decieving.
035. Added - Temporal Armor.
036. Added - Large Crystalline Armor
037. Added - Massive Shield Generator
038. Added - Massive Shield Regenerator
039. Added - Large Energy Refractor
040. Added - Large Depleted Uranium Cannon
041. Changed - Precursor Cannons damage at range
042. Added - Fission Reactor
043. Added - Massive Fission Reactor
044. Added - Planetary Fission Reactor (Resupply Depot only better)
045. Added - Observation Tower facility. (Large intel)
046. Changed - Homeworld Starting Facilities
047. Added - Temporal Frigate
048. Added - Temporal Destroyer
049. Changed - Alot of comps to fit on scout ships.
050. Added - Medium Scout hull.
051. Added - Temporal Light Cruiser
052. Added - Temporal Cruiser hull.
053. Added - Temporal Battleship hull.
054. Added - Temporal Dreadnought hull.
055. Added - Temporal Baseship hull.
056. Added - Temporal Light Carrier hull.
057. Added - Temporal Carrier hull.
058. Added - Temporal Heavy Carrier hull.
059. Added - Temporal Space Station hull.
060. Added - Temporal Starbase hull.
061. Added - Temporal Colony Ship hull.
062. Added - Temporal Small Freighter hull.
063. Added - Temporal Medium Freighter hull.
064. Added - Temporal Large Freighter hull.
065. Added - Temporal Small Fighter hull.
066. Added - Temporal Medium Fighter hull.
067. Added - Temporal Large Fighter hull.
068. Added - Temporal Small Satellite hull.
069. Added - Temporal Medium Satellite hull.
070. Added - Temporal Large Satellite hull.
071. Added - Temporal Small Mine hull.
072. Added - Temporal Medium Mine hull.
073. Added - Temporal Large Mine hull.
074. Added - Temporal Small Troop hull.
075. Added - Temporal Medium Troop hull.
076. Added - Temporal Large Troop hull.
077. Added - Temporal Small Weapons Platform hull.
078. Added - Temporal Medium Weapons Platform hull.
079. Added - Temporal Large Weapons Platform hull.
080. Added - Temporal Small Drone hull.
081. Added - Temporal Medium Drone hull.
082. Added - Temporal Large Drone hull.
Version 0.8
Total changes in version 0.8: 066
Total changes so far in mod: 066
__________________________________________________________
001. Added - New tech area, Precursor Studies.
002. Added - Precursor Technologies tech.
003. Added - Precursor Weaponry tech.
004. Added - New shield type, "Precursor Shields"
005. Added - New Shield type, "Temporal Shields"
006. Added - New Armour type, "Thin Armor"
007. Added - New Armour type, "Temporal Plating"
008. Added - New Armour type, "Magnetized Hull Plating"
009. Added - Heavy Organic Armor
010. Added - Thin Armor
011. Changed - Standard Armor
012. Added - Heavy Armor
013. Added - New tech area, multi-planet colonization.
014. Added - New generic colony component that allows colonization of any type.
015. Added - Advanced bridge component.
016. Changed - Edited bridge component.
017. Added - Bridge tech area. Max level 50
018. Changed - Engine tech now requires light hull construction level 1
019. Changed - Fighters now require light hull construction level 5 instead of construction.
020. Changed - Light Hull Construction now requires bridges level one.
021. Added - Tactical Bridge component
022. Changed - Auxiliary Control renamed to engineering and abilities and requirements changed.
023. Changed - Tweaked number of computer players in a game.
024. Changed - Reduced facility upgrade cost.
025. Changed - Psychology tech are increased levels by 10 and reduced cost.
026. Changed - Crew quarters component.
027. Added - Large crew quarters component.
028. Changed - Life support component.
029. Added - Large life support component.
030. Changed - Increased max ship and unit amounts to 50,000. Don't ask me why.
031. Changed - Ground combat max time increased.
032. Changed - Space combat max time increased.
033. Changed - Warp points can now be seen from any distance.
034. Changed - Combat end conditions.
035. Added - Small Ordnance Vat, it's an ordnance vat, only smaller...
036. Changed - Ordnance Vat ordnance generation increased.
037. Changed - Ordnance Storage picture, cost and storage.
038. Changed - Supply Storage picture, cost and storage.
039. Changed - Small Ordnance Storage picture.
040 Changed - Small Supply Storage picture
041. Changed - Quantum Reactor, Cost, abilities and requirements.
042. Changed - Cargo Bay abilities, requirements and costs.
043. Added - Tiny Cargo Bay
044. Added - New "Advanced Point-Defense" weapons.
045. Added - New mount sizes (Tiny Range Mount, Medium Range Mount, Large Range Mount and Massive Range Mount)
046. Changed - Increased starting reproduction to 12%
047. Added - More Design types for ships, additions include missile ship, Stellar Manipulator, etc.
048. Fixed - Stock file bug that prevented some armor types on weapon platforms.
049. Changed - Satellites can now be retrofitted.
050. Added - Resource Storage Warehouse, can store all resources.
051. Added - Deep Space Viewing Platform facility. Gives sensors to planets as well as research boost
052. Changed - Increased racial points.
053. Changed - Population on a colony can now repair a ship without a shipyard, even if it is very slow.
054. Added - New colony types, "Resource Gathering Colony", "Research & Intelligence Compound", "Training Center".
055. Changed - Planet size increase for domed planets. This is to balance it because of the new facilities to come.
056. Changed - Extra abilities to Advanced Storage racial trait, it now increases supply and ordnance storage.
057. Removed - I got rid of the annoying extra cost for better levels of components, facilities and ships.
058. Added - Temporal Shield Generator
059. Added - Large Cargo Bay
060. Changed - Scores, now more balanced.
061. Added - Construction Yard Complex facility, a space yard, only bigger.
062. Added - Construction Yard Mega-Complex facility, a Space Yard, only MUCH bigger.
063. Added - Massive Research Complex facility.
064. Added - Mineral Drill facility
065. Added - Hydroponics facility
066. Added - Perpetual Motion Extractor facility. radioactives generation.
Version history release on Jan 12 and final version history on Jan 18
Official release on Jan 20 2008
UPDATE: Revised Version History 8:30pm 10/01/08 Aus EST (Non-DST)
UPDATE: Revised Version History 3:02pm 13/01/08 Aus EST (Non-DST)
UPDATE: Revised Version History 10:20am 17/01/08 Aus EST (Non-DST)
UPDATE: Released Mod 7:52 pm 22/01/08 Aus EST (Non-DST)

Re: EvilMod
Instead of the racial trait "Careful" use the name "Modular" in some way. I think that sounds better and makes more sense for reducing maintenance cost.

Re: EvilMod
This mod is starting to sound interesting 
The 25% maintenance reduction (careful) is pretty powerful though. I trust it will be a pricy pick.. (On 1 million maintenance costs 250K is a huge difference...)
~Myrath
Re: EvilMod
I wish to be a beta tester, how can i be one of them.... HMMM

Re: EvilMod
Hey Evil, are you still on track for release on the 20th?

Re: EvilMod
Looking good so far, Evil but a couple points:
Engineering level 1 says "must have bridges level 10" when you only need level 1.
Is it just me or have you really scaled up the damage for mine warheads? I have level 6 in it (and it was really cheap RP wise to get there) and they do 600 pts of damage per warhead. With a medium mine and 3 warheads thats 1800 pts of damage, enough to destroy a battleship or maybe even a dreadnaught with 1 mine o,O
Otherwise, good so far, man 

Re: EvilMod
Something's wrong I have all shipsets twice

Re: EvilMod
The Mod_Definition.txt is set to allow the stock empires and the mod includes it's own version of the stock empire folders for the custom AI. In this case, you'd want to disallow the main empires so you ensure the computer players are using the AI designed for the mod, and not the stock AI.

Re: EvilMod
Thx Kwok
There are weird things when i play this game ,I have like endless colony ships and they have 60 movement points !!!
It's unplayable right now but i know this mod is beta it will prolly be improved later

Re: EvilMod
There are weird things when i play this game ,I have like endless colony ships and they have 60 movement points !!!
It's unplayable right now but i know this mod is beta it will prolly be improved later
I'm a beta tester and you are getting the increased Production/Movement to alow you to expand/grow faster to try things out easier.
bridge EvilMod
So far so good....am now level 7 in bridges (will not upgrade past level 5 in design window), at level 5 in ship hulls, but still only frigates, no destroyers. Am I misunderstanding how this works or?
Thanks,
Awolf
Re: EvilMod
hhmm also drones... tryd out game wit all tech and drones seem rather overpowerd.... 2 of them to destroy a dreadnought, tryd with larger forces and nly semed to need double number of far cheeper drones to win.

Re: EvilMod
Name ideas:
1. Apartment complexs to "Hive Cities." Its sounds more Sci-Fi'ish.
2. Extreme reproduction to "Fast Breeders"
3. I like the sound of Precursor, but we have a Racial trait that uses Ancient. Change the Racial trait to maybe "Precursor Maps" to make a better Mod continuity.
4. Magnetized Hull Plating to Polarized Hull Plating like in Star Trek?
5. Basic Generator (For supplies and Ordnance generation) to Replicators.
6. "Laser Grid Defense System" sounds cool, but what if my people are FAR more advanced than simple Lasers? Maybe to "Automated Ship Defenses"
7. Laser Tracking System to Advanced Targeting System.
8. Deep Space Viewing Platform to Deep Space Array (What we call it on earth).
9. Mineral Drill facility to Planetary Core Drilling Facility or Core Drilling Facility (put in the desrciption it digs minerals).
10. Brainwashing facility to Imperial Conditioning facility or Behavioral Conditioning facilty (May be use brainwashing in description). You would never describe such a place so openily hence the more politically correct options.
Re: EvilMod
I installed your mod, but according to the read me file I need to download and install a multi-media pack. Where do I find this? The link on your read me is blank.

Re: EvilMod
There you go, 2 links. Evil gave you a direct link and I gave you a torrent tracker link with a lot of space empires files/mods you can download with your bittorrent client.

Re: EvilMod
umm, wish I could help but alas no skills for such. Perhaps Unnamed or someone?
Re: EvilMod
Will you include the asteroid habitats ?
I like them alot and nearly wrote a mod myself to do it ( couldn't figure it out and got distracted )
Re: EvilMod
The troops won't move when you land on a planet and it does this with all of the engines

Re: EvilMod
Ground units need the Ground Movement Standard ability to move; Movement Standard only provides space movement.
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 

Re: EvilMod
After a brief look through Components.TXT with Devnull's Editor tool, I've found the following errors, or possible improvements:
Your "Universal Unit Launcher" is not only not universal, but its actually more of a bay. (since it does hold cargo, and can recover units)
It needs the addition of Mine Launching and Drone Launching to be Universal.
You may want to up it's mass(weight) to 60, or even 80, KT.
You may allso want to add some Supply and Ordinance storage capacity.
You may want to consider adding half-weight (or even quarter-weight) Launcher only versions of the existing launch components. I'd certainly use them. (and they'd need a description only ability stating that they'd need Cargo Bays in addition to the launchers)
The "Satellite Bay" is broken, as it's requirement field simply repeats the requirement description.
The "Small Ordinance Vat" should probably be using picture #313 instead of #175. (#313 is a small, green-tinged version of #175)
On the "Precursor Shield Generator" (nice touch by the way) you may want to use any of the following, if they aren't allready in use: PICTURE #171, PICTURE #178, PICTURES #188 through #193
For that matter, you may want to re-set the "Shield Generator" to #188 or #191; the "Phased-Shield Generator" to #189 or #192; and the "Temporal Shield Generator" to either #171, #178, #190, or #193.
Tech wise, you may want to set the "Massive Shield Generator" and "Massive Shield Regenerator" components into a special branch called "Massive Scale Construction". Then make that be what ruins that give out "Massive Shield Depleting Weapons", "Massive Engine Destroying Weapons", and "Massive Planetary Shielding" actually give.
you may allso want to limit the Massive Research fcility to those who've found this Ruin, by adding the requirement: Get_Empire_Tech_Level("Massive Scale Construction") >= (1 + ([%Level%] - 1)) to it.
____________________
"Greetings everyone. I'm Lord Aries, and I'm filling in for Common Sense today. Seems his cousin Stupidity nearly killed him again."
Re: EvilMod
About the large Supply storage. 3 small supply storages give you more space for supply, than 1 big supply sotrage, is that intended? Same for ordonance storage. It is only a little cheaper, to build big ones (because of the level difference).
A second thing at least in the desciption an universal launch bay only launches fighters.
A third thing is the big shield generator, he costs more than 5 usual shield generators, is as heavy as 5 usual shield generators, and gives you less shield points.
Re: EvilMod
I played this about a week ago, and found a lot of little bugs I will try to remember them now 
Cultural achievements not advancing past lvl20, u need to add in the relevant file to ur mod and alter it.
larger construction yards seemed to be worse than the normal ones.
Research bases dont seem to work correctly, I only noticed the first base build working, all other bases did nothing.
I seem to remember that a lot of technologies did nothing, but some of them I know require other techs to be found first. Perhaps you could make it so that the Techarea requires the advances, instead of the component. That way, you never have empty tech areas. (Specifically, I remember the precursor studies did nothing in my game).
Also, with regards to the AI. Are you jsut trying to get the AI to use your new components? If so, I may be able to help you.

Re: EvilMod
Sure.
Some of us likely haven't patched yet either.
____________________
I'll make one later.
Re: EvilMod
Did you check the troops to make sure they have adequate supply and the ground movement ability??
Re: EvilMod
I have am wanting to use this mod, but when I go to play it, some of the planets and stars are not showing up. I have installed the most recent Multimedia pack for SE5. I installed everything where it told me to, so if someone could maybe let me know what I can do, I would appreciate it.
Re: EvilMod
when I installed it there were too many IIF in the Components data file and had to do a "find and replace" when i tryed to run the mod
oh remember to leave a space behind the if when ya change it or it mucks it up 
Re: EvilMod
Dont know if its a bug or not but ive tried to play two different games and on both the Computer players wither dont leave there home system or only build one colony per sysstem now this is for the races included as stock but not the player races.




Re: EvilMod
Update:
I may/may not be releasing a preview version on the 12th.
This would be heavily condensed and not everything included